W3DAssetManagerExposed.h 2.9 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: W3DAssetManagerExposed.h
  24. /*---------------------------------------------------------------------------*/
  25. /* EA Pacific */
  26. /* Confidential Information */
  27. /* Copyright (C) 2001 - All Rights Reserved */
  28. /* DO NOT DISTRIBUTE */
  29. /*---------------------------------------------------------------------------*/
  30. /* Project: RTS3 */
  31. /* File name: W3DAssetManagerExposed.h */
  32. /* Created: John K. McDonald, Jr., 4/27/2002 */
  33. /* Desc: A hack to get around our build structure. */
  34. /* Revision History: */
  35. /* 4/27/2002 : Initial creation */
  36. /*---------------------------------------------------------------------------*/
  37. #pragma once
  38. #ifndef _H_W3DASSETMANAGEREXPOSED_
  39. #define _H_W3DASSETMANAGEREXPOSED_
  40. // INCLUDES ///////////////////////////////////////////////////////////////////
  41. // DEFINES ////////////////////////////////////////////////////////////////////
  42. // TYPE DEFINES ///////////////////////////////////////////////////////////////
  43. // FORWARD DECLARATIONS ///////////////////////////////////////////////////////
  44. // This function is here because the particle editor needs to be able to force
  45. // the asset manager to release all his textures and then reload them on demand.
  46. // Unfortunately, the asset manager can't be called directly from the gamelogic,
  47. // so this function is here. It should only be called by the particle editor,
  48. // @todo Remove this function when we are no longer editing particles.
  49. void ReloadAllTextures(void);
  50. #endif /* _H_W3DASSETMANAGEREXPOSED_ */